Are there any advantages to slotting... (elec/time)
Small note: the chance is actually not exactly 40%. The way to calculate the chance of at least one proc firing are to calculate the chance of each individual one NOT firing, multiply that together, then convert back.
For example:
Step 1:
Proc 1) 20% to fire chance means 80% (0.80) chance to NOT fire.
Proc 2) 20% to fire chance means 80% (0.80) chance to NOT fire.
Step 2:
0.80 * 0.80 = 0.64 (64%)
Step 3:
A 64% chance to NOT fire means a 36% chance at least one fires.
[Note that when two procs both have the same chance to fire, you could skip a step above by using exponents, but the method above works for any proc values, and for an unlimited number of them.]
The chance of BOTH firing is found by just multiplying the chances of them both firing by each other. In this case, it's 0.20 * 0.20 = 0.04, or 4%.
In any case, I think these procs are very poor. In fact even with a 100% chance to fire I'm not sure whether I'd consider slotting them.
OK dude. That was, like, a lot of math...and stuff. But I think the general idea is you're saying that alone, the proc rate is crap, and together, the proc rate is still crap. Gotcha.
BTW, Tex, huuuuge fan of your play on words. The toon names in your signature are hilarious.
JUSTICE
Caveman Etc: Inv/Stone Tank, Hyperdrive Etc: Gravity/Kinetics Controller, Terra-Storm Etc: Earth/Storm Controller, Cpt. Thunderstrike: Energy/Electric Blaster, Psicada: Sonic/Energy Blaster, Neon Ranger: Archery/Electric Blaster, Devlin Hellshot: Dark/Dual Pistols Defender
With Static Field and Distortion Field, you can stack -95% recharge. The recharge floor on NPC's is -75% so you'll easily reach that. Even against +2 enemies, where your powers are only 80% as effective, you'll still reach -76% recharge.
Considering that you'll rarely be the single source of -recharge on a team, additional -recharge in your powers isn't necessary and as Tex pointed out the proc rate is quite poor.
Thanks for the compliments.
FYI you may want to slot procs in Distortion Field. That power is basically equivalent to Caltrops in a lot of ways. It has 5 chances to proc per enemy per cast due to its long duration, and you can stack it on itself, so you can have many procs firing very rapidly after a period of time.
I think Lockdown chance for mag 2 hold is great in Distortion Field, and if you're using Basilisk's gaze for the set bonuses you could do worse than it's proc. In an Electric/Time I would not put impeded swiftness chance for smashing damage because I don't want it waking up people in my static field, but YMMV.
...both a Induced Coma: -Rech AND a Pacing of the Turtle: -Rech both in Static Field? Will the effects from both stack for like a 40% chance for 40% Recharge redux plus what you get from Static Field itself?
JUSTICE
Caveman Etc: Inv/Stone Tank, Hyperdrive Etc: Gravity/Kinetics Controller, Terra-Storm Etc: Earth/Storm Controller, Cpt. Thunderstrike: Energy/Electric Blaster, Psicada: Sonic/Energy Blaster, Neon Ranger: Archery/Electric Blaster, Devlin Hellshot: Dark/Dual Pistols Defender